A Wizard`s First Desk Reference - Hogwarts and the Draconian

Transcription

A Wizard`s First Desk Reference - Hogwarts and the Draconian
A Wizard’s First Desk Reference
By Ignatius Prospero Yellow
Published Under Authority Of
The Ministry Of Magic
Catalogue Record Number 5n0u7
Foreword
Many wizards lack a single, organised reference
for even the most basic of magical arts. In my many
years at the Ministry, I have seen colleagues tucking
away crib sheets in bottles and books, and witnessed
many a frantic search for an obscure parchment
containing arcane yet crucial knowledge.
Who knows how many important spells have been lost
in the folds of a dusty old tome, or misplaced among
quaint and curious volumes of forgotten lore, or
carried off by a peckish waterfowl or a robin
feathering its nest? Oh, the humanity!
That is why I have recorded herein my most oftenused magicks, including spells, potions, divinations, a
wand-work primer, and information on the
vanishing art of cryptomancy. It is my fervent hope
that future generations will study this text, and
only use their great powers for the good of all
wizardkind.
I dedicate this book to my wife, Louise Ophelia Snow,
and our son, Edgar Albert Thomas Yellow-Snow.
Ignatius Prospero Yellow
1st April, 1983
Table of Contents
Section 1: Wizard Lore ..........................................................1
The First Wizard ................................................................1
The Draconus Device ......................................................... 3
The Cacao Tree ................................................................... 5
Section 2: Potions and their Ingredients ......................... 9
Potions.................................................................................. 9
Ingredients ........................................................................14
Msds sheets .........................................................................18
Section 3: A Beginner’s Abecedary Bestiary .................... 21
Section 4: Spells......................................................................33
Charms and Dark Arts ..................................................33
Sample Spells ..................................................................... 34
Section 5: Wandwork ......................................................... 43
Introduction to Wand Spells........................................ 43
Mwanemes ........................................................................ 43
Combining Mwanemes ................................................... 46
Wand spell casting tips .................................................. 49
Wand Exercise .................................................................. 50
Section 6: cryptomancy ......................................................53
Se-moo-fore ........................................................................53
Graille................................................................................55
more’s Code ....................................................................... 56
mira ................................................................................... 59
Ass key ................................................................................. 60
Bayes’ system...................................................................... 62
Enigma Machine ............................................................. 64
Bar Codes ........................................................................... 66
Pig pen or domino code .................................................. 68
Yan Tan Tethera............................................................. 70
muggle artifacts.............................................................72
Section 7: divination ............................................................77
Arithmancy.......................................................................77
Tea Leaves ...........................................................................81
Engrams ............................................................................ 84
Appendices..............................................................................101
index ...................................................................................101
graph paper ....................................................................109
notes ...................................................................................116
autographs ..................................................................... 122
Section 1: Wiza rd Lo re
Magical History is more than just a recitation of
events and dates. It is also a thread that binds us to
our past, helps us to understand the people and the
cultures that came before us, and provides us with
metaphors for understanding the reality of the
world around us. The legends included in this section
serve as an introduction to the major motifs of
Wizard Lore.
The First Wizard
An origin tale (fable type 503) about mortals blessed
by magical creatures.
When the world was young, people lived little better
than animals. In these days, there were no wizards,
only Muggles.
One cold winter's day, a hungry young man stood
beside a half-frozen lake. He had been unable to
catch any fish that day or for several days prior.
He was hungry, and so were his widowed mother,
two small brothers, and the whole clan.
Shivering, tired, and unable to face the thought of
returning back to the clan's cave without anything
to show for the days he had spent searching, the
young man decided to throw himself through the ice
and into the water. Just then, a water maiden
surfaced. Seeing the tears on his face, she asked,
“What is wrong, man?”
The young man explained his predicament, “I am cold.
I am hungry. My brothers are hungry; we have no
food, and I am sure that we will all die.”
The water maiden thought this over. “My people have
plenty of food. Why are yours hungry?”
The young man had to admit that he did not know.
Perhaps the water maidens were better at finding
food?
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Fingering her finely wrought spear and the
necklace of pearls around her neck, the water
maiden commented, “I notice that you don't have
any... anything. Why is this?”
Again, the young man had to admit that he did not
know. Perhaps the water maidens were better at
making things?
Finally, the water maiden commented, “I notice that
you are male, and you have brothers. Why is this?”
This, the young man did know: “The children of my
people are male or female, half of each.”
The water maiden thought this over. After a few
moments, she said, “It would be well for my people to
be both male and female, half of each. Give us one of
your brothers, and we will give you the gift of
magic. Your people will never go hungry again, and
you will forever after be able to make the things
that make life worth living.”
The young man thought this over, “I wish to see this
gift. My brothers are precious to me. I do not believe I
can give one of them away.”
The water maiden went into the water, and then
came back with a large shell and a tiny bottle
carved out of green stone. She filled the shell with
icy water and one drop from the bottle. Then she
held the shell out to the young man, saying, “Drink
this.”
The young man drank. First he was very cold, and
then he was very hot. Then he knew how to call a fish
out of the water. He did this immediately. Staring at
the fish, he wished that it were already cleaned,
cooked and ready to eat. And the fish was cleaned,
cooked and ready to eat.
With his mouth full of hot fish, the young man said,
“I will bring you one of my brothers, but I must have
the whole vial in return.”
The water maiden thought this over. “Very well, but
we must have both your brothers in return.”
And so it was that young man traded his two
brothers for magic. One drop from the vial, mixed
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with water, gave each person in the clan the gift of
magic. Time passed. The clan was well fed, and had
the things that make life worth living, including
children, who were also gifted with magic. Thus,
wizard-kind was born.
The Draconus Device
A legendary tale (fable type 766) about the transience
of the victory of good over evil.
Over a thousand years ago, the magical world
nearly collapsed.
A witch named Drusilla Draconus had become
obsessed with the accumulation of power. During her
studies of the dark arts, she discovered a way to
steal magical power from other wizards. Insane,
over-drained wizards began turning up everywhere. Though we now recognise these symptoms as
Mugglium poisoning, at the time few could guess at
the true cause of this epidemic.
Four heroic wizards and witches, working together,
were able to pierce the mystery. These brave souls
were Godric Gryffindor, Helga Hufflepuff, Rowena
Ravenclaw, and Salazar Slytherin, who had
recently established a school for witchcraft and
wizardry. When many of the faculty wizards began
losing their powers, the four founders became
suspicious. Inevitably, their investigations led them to
Draconus.
The founders led a small force against Draconus
and her Dementor army, and quickly learned a
horrifying truth: Draconus could not be attacked
by magic. Any magic used directly against her
merely increased her already considerable powers.
After long months of fighting Draconus' minions,
and many casualties, the founders managed to trap
Draconus in her mountain stronghold. She held
them off for several days, until the four made a
critical strategic breakthrough: even though
Draconus could not be attacked by magic, she could
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be defeated by ordinary means. Buoyed by this
knowledge, they stormed her mountain stronghold,
losing many brave wizards in the battle. Finally,
Gryffindor ran her through with an ordinary, but
deadly, sword.
Victory was secured, but during the aftermath the
founders discovered a curious item in Draconus'
lair. A freshly inked scroll bore an ominous
prophecy. The exact wording of the prophecy has been
lost to time, but it is believed to have been an
admonishment that Draconus' Device could not be
destroyed, and would one day be reassembled with
disastrous consequences.
The founders discovered that at least part of the
prophecy was true. They could not destroy Draconus'
Device, which was constructed from magic-draining
components, thought to be the then-mythical
Mugglium. Terrified by the prophecy, the four
decided that the only way to safeguard the future
was to break up the Draconus Device and hide the
pieces away. They scattered these fragments across
the land, set devious snares for those power-hungry
wizards who might seek to reassemble the device, and
recruited dread guardians to protect the artifact.
A millennium has passed. Magic-draining Mugglium,
once a myth, has been discovered in both Dementors
and the cold, stony places they inhabit. Dark wizards
have experimented with it, but have learned at
great cost that Mugglium does not care who wields
it; this unique substance indiscriminately leeches
magic and sanity from all wizards in its vicinity.
Moons have waned; months, days, and hours have
passed. The mystery of the Draconus Device and its
horrifying powers has faded into legend, and no one
has ever found even a single piece of the oncefearsome artifact. Some do not believe that it ever
existed.
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The Cacao Tree
A cautionary tale (Fable type 780) about a murder
victim whose body transforms into an instrument of
vengeance.
Long ago, a wizard named Saguaro spent his days
and nights creating seeds from which the most
fantastic plants would grow. As his reputation
spread, wizards came from all over the world to
obtain Saguaro's plants for their potions, charms,
and medical magic.
As Saguaro grew older and feebler, he decided it was
time to take on an apprentice whom he could train
to carry on his work. In that time there were no
schools for wizards. Each wizard was responsible
for passing on his knowledge so that it would not be
lost to the world.
After much searching, Saguaro found two very
talented young wizards, Theodore Bromo and
Damon Tor. Unable to choose between them, Saguaro
accepted both as his apprentices.
Some years later, Saguaro was called away to deal
with a haunted pumpkin patch. In his absence,
Saguaro left Theodore in charge. Damon, long
jealous of Theodore's talent in herbology, took the
opportunity to eliminate his competition. Damon
killed Theodore and buried his body in the field
behind Saguaro's greenhouse.
When Saguaro returned he asked Damon what had
become of Theodore. Damon said that Theodore had
been overwhelmed by the responsibility of caring for
Saguaro's plants and had run away. Saddened by the
loss of his most promising pupil, Saguaro taught
Damon all that he could learn.
After a time, Damon left Saguaro's nursery to start
his own botanical business. He had learned many
useful things from Saguaro and attracted many
eager apprentices of his own. Damon accepted them
all. Over time, Damon learned how to produce a
wide variety of poisonous and very hardy plants. He
made a lucrative living by selling herbicides against
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those very plants. Wizards and apprentices who
tried to stop him disappeared, much as Theodore had.
Years later, Damon learned that Saguaro was
dying. In hopes of inheriting Saguaro's vast stores of
seeds, Damon rushed to Saguaro's bedside. Thinking
that force might succeed where guile could not,
Damon brought an army of his apprentices with him.
Arriving at Saguaro's nursery, Damon saw that a
strange tree had sprung up from poor Theodore's
grave. Surprised to see a tree where none had grown
before, Damon asked Saguaro about the new tree.
Saguaro identified it as a cacao tree and said that a
delicious and invigorating drink could be brewed
from its seeds. He asked Damon if he would like to
learn how to make the elixir. Damon eagerly
agreed.
Following Saguaro's instructions, Damon and his
apprentices picked pods from the tree, ground the
nibs, and brewed a cauldron of rich cocoa. The
smell of it made everyone's mouth water, and instead
of sharing with Saguaro, they greedily gulped down
the delicious drink as fast as they could.
Their delight turned to agony as the cocoa born
from poor Theodore's body wrought a horrific
transformation on Damon and his apprentices. The
flesh melted from their bones, leaving them little
more than skeletons clad in scraps of rotting skin.
They found they could no longer feel warmth, joy,
or happiness, or live among wizards and witches.
They fled to the coldest and darkest caves they could
find.
Ever since that day, cacao has been made into
chocolate as a defence against Damon Tor and his
kind.
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Section
2:
Ing redients
Potions
and
their
Potions are one of the major disciplines of magical
study. Unlike many other areas of study, magical
effects can be caused without the use of spells. The
creator of a potion must master the lore of
ingredients, learn how to maximize ingredient
effectiveness by special preparation, and how
various ingredients interact with one another to
create more than the sum of their parts. New
potions are constantly being developed. Each year,
the Society of Advanced Potion-makers sponsors a
competition for potion development.
Potions
Being a primer in basic potions and antidotes. This
section does not provide instruction on how to
create potions, but is intended to introduce the
novice wizard to the types of potions and antidotes
available. As potion development is an ongoing
discipline, this is by no means a comprehensive list.
Antidotes
Most poisons and potions have antidotes for their
various effects. Ingredients vary, but here are some
common antidotes:
•
•
•
•
Deflating Draught is the antidote for the
Swelling Solution.
Mandrake
root
is
the
antidote
for
petrification.
A Bezoar will act as an antidote for many
poisons.
Unicorn horn will neutralize all poisons.
Babbling Beverage
Causes the target to speak nonsense uncontrollably.
Beautifying Potion
Originally developed by Sacharissa Tugwood, these
potions make the drinker lovelier in appearance. The
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more potion consumed, the greater the loveliness. In
1666, Sinestra Thompson drank so much of the
Beautifying Potion that she caused a riot that
subsequently burned down most of London.
Blood Replenishing Potion
Medical Magic: This potion replaces lost blood.
Boil Cure Potion
Medical Magic: This simple potion cures boils. The
ingredients include dried nettles, crushed snake
fangs, stewed horned slugs, and porcupine quills.
Bruise Healing Paste
Medical Magic: This thick yellow paste is used to
completely heal bruises.
Burn Healing Paste
Medical Magic: This
completely heal burns.
orange
paste
is
used
to
Doxycide
This black liquid, usually delivered via spray bottle,
is used to knock doxies unconscious so that they can be
safely taken outside.
Elixir of Euphoria
When correctly made, this potion is a sunny yellow.
It induces euphoric happiness in the drinker. Side
effects include excessive singing, bad jokes, and
occasional nose tweaks.
Felix Felicis
When correctly made, this potion is a rich gold. It
makes the drinker very, very lucky, and is banned in
organized competition. A side effect of the potion is
that the drinker is also in an excellent mood and
full of confidence. Taken to excess, the potion causes
reckless overconfidence such that the luck provided
by the potion is hard-pressed to keep the drinker out
of danger. An overdose is toxic, leaving the drinker
the luckiest corpse on earth.
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Fire Protection Potion
Protects the drinker from being burned by mundane
or magical fire.
Garroting Gas
When opened, the potion bottle emits an invisible gas,
which chokes nearby people into unconsciousness.
Although frightening and dangerous, this effect is
not lethal.
Gregory's Unctuous Unction
This elixir convinces the drinker that the first
person he sees after finishing the potion is his very
best friend and has nothing but good intentions
toward him.
Hate Potion
After drinking this potion, the imbiber can see the
faults and unkindnesses of the people they gaze upon.
Concentration is required, and a single draught
will discover the faults in three ordinary people,
but will not scratch the surface of a truly evil
person. This potion is sometimes recommended to help
people get over emotional attachments to people who
do not return their affections.
Life Elixir
This fluid extends life, but requires that the imbiber
consume it regularly to maintain the extended
lifespan. Wizards who use the elixir of life have been
known to live for more than half a millennium.
Living Death Draught
This elixir causes the drinker to fall into a deep sleep,
from which they cannot be awakened. The potion
will eventually wear out on its own, but until then
the victim cannot be awakened by any means.
Ingredients include asphodel, wormwood, valerian,
and sopophorous bean.
Love Potion
The name of this potion is a misnomer, as no magic
can make someone truly love you. A love potion
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causes the drinker to develop a powerful
infatuation with the target person, who must be
specified when the potion is made. The duration and
effects of a love potion vary, based on the level of
attraction the victim already has toward the
target. Like most potions, the effect of the Love Potion
wears off over time, but can be renewed by repeated
draughts.
Murtlap Essence
Medical Magic: Soothes and increases healing for
cuts and other wounds. As the name implies, the
primary ingredient is a solution of strained and
pickled murtlap tentacles.
Pepperup Potion
Medical Magic: This elixir cures the common cold.
Glover Hipworth invented this potion in 1854, and
became the wealthiest wizard on the European
continent within the first winter after he unveiled
his creation.
Polyjuice Potion
This elixir transforms the drinker to look, sound
and behave exactly like the target person, who must
be specified at the time that the potion is created. A
single dose lasts for a single hour. Additional doses
will extend the duration. Ingredients include
lacewing flies, leeches, bicorn horn, knotgrass,
fluxweed skin, and some part of the target person.
Shrinking Solution
This solution shrinks things, and can sometimes
reverse the aging process. Ingredients include daisy
roots, shrivelfig, caterpillar, rat spleens, and leech
juice.
Skele-Gro
Medical Magic: This potion, which is vile tasting,
burns the mouth, and must be drunk in a substantial
quantity, regrows bones. The more bone damage the
victim has suffered, the more Skele-Gro must be
consumed.
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Swelling Solution
This draught causes something to get bigger. The
more swelling solution consumed, the larger the
resultant body part, person, or creature.
Veritaserum
The most powerful truth serum available, this
colourless, odourless liquid forces the drinker to
tell the truth, the whole truth, and nothing but the
truth. It is so powerful that three drops will make
the imbiber spill his innermost secrets upon request.
Five drops forces the imbiber to answer questions she
thinks her interrogators will ask. Seven drops
forces the imbiber to share everything she knows in a
nonstop gush of speech, which has left more than one
victim unconscious from lack of air. Use of this
potion is strictly controlled by the Ministry of
Magic in every country.
Wit-Sharpening Potion
This mild, fizzy, pleasant-tasting beverage helps a
person to think more clearly, to ignore distractions,
and to concentrate more easily. It is very popular
with students immediately before an exam.
Wolfsbane Potion
A recent invention, this potion was created by
Domocles Belby, who received the Order of Merlin
for it. This potion does not cure lycanthropy, but does
prevent the extremely dangerous dementia and
hunger for human flesh that afflicts a werewolf in
wolf form.
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Ingredients
being A table of useful physical properties of common
potion ingredients
Ingredient
Name
Quininity
Abalone
6.10
Aconite
MOM
RDA
(mg)
Poisonous?
Harvest
1,962
N
Noon
3.85
388
N
Crescent
Moon
Anise
5.48
739
N
New Moon
Apple
3.33
354
N
Nighttime
Apricots
4.80
1,201
N
Noon
Armadillo
bile
9.10
335
Y
Dusk
Arrowroot
6.37
1,102
N
Daytime
Ashwinder
eggs
1.19
404
N
Crescent
Moon
Asphodel root
6.50
1,430
Y
Dusk
Avocados
6.55
354
N
Nighttime
Bamboo
shoots
5.10
1,027
N
Quarter
Moon
Bananas
5.24
354
N
Nighttime
Belladonna
2.27
1,149
Y
Full Moon
Bezoar
6.12
1,307
N
Crescent
Moon
Bicorn horns
4.94
931
N
Nighttime
Black
eyes
6.92
1,459
N
Full Moon
Boomslang
skin
2.25
872
N
Quarter
Moon
Bubotuber pus
6.09
1,092
Y
New Moon
Caterpillars
7.88
517
N
Full Moon
Clams
7.10
158
N
Dusk
Cockroaches
9.13
223
N
Dawn
Conch
7.52
1,255
N
Dusk
Daisy roots
8.46
725
N
Crescent
Moon
14
beetle
Ingredient
Name
Quininity
Doxy eggs
9.11
Dragon blood
MOM
RDA
(mg)
Poisonous?
Harvest
456
N
New Moon
9.21
545
N
Nighttime
Dragon hide
9.56
1,600
N
Dusk
Dragon horn
9.41
237
N
Dusk
Dragon liver
5.91
1,894
N
Daytime
Dragon tears
2.31
412
N
Noon
Eggplant
6.51
123
N
Dusk
Erumpent
fluid
4.23
1,751
Y
Nighttime
Flobberworm
mucus
9.50
1,080
Y
Dawn
Fluxweed
7.00
1,843
N
Noon
Frog brain
6.99
1,632
N
Nighttime
Gillyweed
2.58
1,858
N
Nighttime
Ginger roots
5.90
1,569
N
Full Moon
Gooseberries
3.12
354
N
Nighttime
Grapefruit
3.75
1,999
N
New Moon
Grass jelly
7.20
1,390
N
Daytime
Griffin claw
(powdered)
6.90
515
N
Nighttime
Hellebore
7.49
193
Y
Nighttime
Honey
4.20
1,307
N
Dawn
Horned slugs
5.49
1,106
N
Dawn
Horned toad
8.59
1,484
N
Daytime
Jackfruit
5.80
1,052
N
Dusk
Jobberknoll
feathers
6.35
1,636
N
Full Moon
Knotgrass
1.26
1,126
N
Nighttime
Lacewing flies
7.62
271
N
Crescent
Moon
Leeches
3.13
1,724
Y
Nighttime
Lemon juice
2.61
354
N
Nighttime
Lime juice
2.35
24
N
Full Moon
15
Ingredient
Name
Quininity
Lionfish spine
8.50
Loganberries
MOM
RDA
(mg)
Poisonous?
Harvest
1,990
N
Crescent
Moon
3.50
732
N
Dusk
Lotus root
6.91
1,214
N
Dusk
Lychee
4.70
1,396
N
Quarter
Moon
Mandrake
7.05
793
N
New Moon
Mirliton
6.30
1,389
N
Crescent
Moon
Mistletoe
3.99
95
Y
New Moon
Monkshood
5.56
1,400
Y
Quarter
Moon
Moonstone
4.45
227
N
Full Moon
Mushrooms
6.70
901
N
Noon
Mussels
6.85
1,364
N
Crescent
Moon
Nettles
2.98
887
N
Nighttime
Octopus
6.00
98
N
Dusk
Oysters
6.17
1,928
N
Nighttime
Parsnip
5.30
1,169
N
Dusk
Peppermint
9.17
1,383
N
Dusk
Pomegranate
juice
2.93
1,814
N
Daytime
Porcupine
quills
9.28
715
N
Daytime
Prune juice
3.97
1,030
N
Full Moon
Puffer-fish
eyes
4.39
312
Y
Quarter
Moon
Pumpkin
5.50
493
N
Quarter
Moon
Raspberries
3.22
909
N
Nighttime
Rat intestines
4.26
1,963
N
New Moon
Rat spleen
8.93
406
N
Full Moon
Rat tails
9.78
285
N
New Moon
Rat sorbet
5.60
360
N
Full Moon
16
Ingredient
Name
Ratatouille
Quininity
Poisonous?
Harvest
484
N
Dusk
3.11
324
N
New Moon
2.70
187
N
Daytime
Salamander
blood
4.11
437
N
Dusk
Sardines
5.70
1,919
N
New Moon
Scarab beetles
2.55
86
N
Quarter
Moon
Shrivelfigs
9.30
632
Y
Nighttime
Snake fangs
4.54
198
Y
Dawn
Sopophorous
bean
2.32
568
Y
Daytime
Spiders
9.72
743
Y
Crescent
Moon
Squid
6.54
649
N
Full Moon
Tamarind
3.00
1,020
N
Quarter
Moon
Tubeworms
3.91
568
N
Dusk
Unicorn
horns
1.35
771
N
Nighttime
Unicorn tail
hair
1.67
1,474
N
Dusk
Valerian
roots
1.33
1,374
Y
Nighttime
Wormwood
7.55
1,199
Y
Dusk
4.84
1,717
N
Quarter
Moon
Rhubarb
Runespoor
eggs
Zwiebach
4.40
MOM
RDA
(mg)
17
Msds sheets
How to read a ministry safety data sheet:
18
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Section 3: A Beginner’s Abeceda ry
Bestia ry
Being an introduction to magiczoology. This section
compiles instructive drawings and descriptions of 26
wondrous beasts, compiled from eyewitness wizard
sketches and accounts. It is intended to provide young
witches and wizards with a vocabulary for
understanding Beasts.
International
Confederation
of
Wizards
Ministry of Magic (M.O.M) Classifications:
Each location is responsible for controlling its
indigenous magical beasts and keeping them from
being detected by Muggles. To aid in this endeavour
and provide wizards with a quick-reference to the
danger posed by a particular creature, the
Department for Regulation and Control of Magical
Creatures provides a rating for all known magical
beasts.
M.O.M.
Class
XXXXX
XXXX
XXX
XX
X
Description
Known Wizard killer
Impossible to domesticate or train
Dangerous
Requires specialist skill
Trained wizard may handle
Mild challenge
Competent wizard should cope
Harmless
May be domesticated
Boring
21
ACROMANTULA
Originating in Borneo,
this giant spider can
attain a leg span of
nearly five metres. The
females are larger than
the males. First sighted in
1794, these Beasts are
capable of human speech, which means that they are
probably wizard-bred. Like most spiders, the
acromantula is carnivorous, poisonous, and chooses
prey commensurate with its size, including muggleand wizard-kind. Despite its ability to speak, the
acromantula is highly dangerous and cannot be
tamed. M.O.M: XXXXX
BASILISK
This king of serpents is born
from a cock’s egg hatched
beneath a toad. The basilisk has
a crown of bright feathers,
and can grow to 18 metres if it
feeds well and lives long. The
hiss of the basilisk frightens
away all other serpents and will kill them at close
range. The basilisk has venomous fangs, its breath
kills birds and small mammals, and its gaze has the
power to kill a wizard. M.O.M: XXXXX
CRUP
Originating in the southeast of
England, the Crup is almost certainly
a wizard-created dog, aggressive
toward muggles, yet amiable toward
wizard-kind. Except for its eating
habits, attitude, and forked tail, the
crup is otherwise indistinguishable
from a Jack Russell terrier. Crups
will eat anything organic, from old
tyres to garden gnomes. M.O.M: XXX
22
DUGBOG
A
marsh-dweller
found in Europe,
North and South
America,
the
dugbog most closely
resembles a stick
with fins. It is an
omnivore, has very
sharp teeth, and prefers to feed on mammals and
Mandrakes. This makes the dugbog particularly
troublesome for Mandrake growers. In addition,
unobservant wizards have suffered severe bites on
the feet and ankles. M.O.M: XXX
ERKLING
Originating in the Black Forest, this
elf-like creature has been known to
entrance children with its highpitched cackle as it attempts to lure
them away from their guardians.
Erklings are particularly fond of
the meat of small children. The
German Ministry of Magic has
controlled the Erkling population
such that only one attack has been
reported in the last century. M.O.M: XXXX
FIRECRAB
Native to Fiji, this animal looks
more like a bejeweled tortoise
than a crab. Before the species
became
endangered,
firecrab
shells were highly prized as
cauldrons. Muggles have also
been known to kill firecrabs for
their beautiful shells. In recent
years, a preserve in Fiji has been set
aside specifically for this beast.
M.O.M: XXX
23
GLUMBUMBLE
Native to Northern Europe, this grey-bodied insect
closely
resembles
a
honeybee and
produces
melancholy-inducing
treacle
from the nettles it feeds upon.
When not infesting beehives, they
prefer to nest in dank, dark
places like damp caves and
mouldering dead tree trunks.
M.O.M: XXX
HARPY
These Beasts have the head and breasts
of a woman matched to the body of a
bird. Rapacious and filthy, harpies
are as ill tempered as they are foul.
They spread filth, disease, and squalor
wherever they go. Vengeful by
nature, harpies have been used by
wizards to enact retribution upon
their enemies. M.O.M: XXXX
IBEX
A mountain goat with magical horns running the
entire length of its body. The horns are so strong
that the goat can fall off of a mountain, land on
them, and be unhurt. Isidore of Seville describes: "And
so these animals remain
among the loftiest rocks, and
if they ever perceive the hostile
presence of wild beast or man
they throw themselves down
from the highest summits, and
land unharmed on their
horns." M.O.M: XX
JINN
It is said that these beings were created
from black, smokeless fire. They have
transparent bodies that are made up
of flame or vapour, and are able to
assume different forms such as humans
and animals. Their behaviour can be
24
unpredictable. Jinns love to throw stones at passersby
from rooftops, abduct beautiful women, and steal
food. M.O.M: XXXX
KNEAZeL
Exported worldwide from its
original home in Britain, the
kneazel is a cat with spotted fur,
large ears and a lion’s tail.
Although independent, a kneazel
can make a great pet for a wizard
it likes. Kneazels are intelligent
and uncannily perceptive; they
easily detect people who are not
what they seem and can be very
aggressive when they perceive a threat. M.O.M: XXX
LINDWORM
Native to Scandinavia, these small, two-legged
pseudo-dragons are primarily scavengers. During
the middle Ages, Lindworms were often found eating
corpses out of Muggle graveyards, and thus became
symbolic of pestilence, famine, and
death in the Muggle mind. Though
scavengers, Lindworms have sharp
teeth and claws, and have been
known to kill Muggles and wizards
alike. Their bites invariably become
infected. Like their more auspicious
cousins, Lindworm parts are highly
magical, and are in great demand
for potion making. M.O.M: XXXX
MAPINGUARI
Native to the Amazon Basin, mapinguari are large,
red-furred, nocturnal
beasts
capable
of
producing
a
disconcerting
stench.
When startled, they rear
on
their
hind
legs,
brandish claws capable
of tearing apart young
palm trees, and emit a stench so foul that most
25
observers vomit, faint or become disoriented. If the
attacker somehow manages to overcome the stench,
mapinguari have also been known to use their large
claws to decapitate attackers. M.O.M: XXXX
NOGTAIL
Ranging across the whole of Europe, these Beasts look
like long-legged piglets with black eyes. Like piglets,
they also like to nurse at the
breast of a farrowing sow.
Unlike piglets, a nursing nogtail
brings bad luck to the farm
that houses it, and must be
driven away to break the curse.
They are very fast and hard to
catch, but fear white dogs. If
chased away by a white dog, the
nogtail
will
not
return.
M.O.M: XX
ORANG PENDEK
Native to Sumatra, these onemetre-tall hominids have dense,
gray-black fur, longer on their
heads. While they do not use tools
or build houses, and mostly
communicate
via
simian
screeches and howls, Orang
Pendek are capable of human
speech and occasionally learn to
cast a spell or two. M.O.M: X
PUFFSKEIN
Ranging worldwide, this small,
cuddly, spherical furball is a
very popular pet. It loves to be
hugged and thrown about, and
has a very soothing purr.
puffskeins are very easy to care
for, and can find their own
food. puffskeins are able to eat
anything from crumbs dropped
26
on the floor to insects and spiders that find their
way into the home. M.O.M: XX
QUINTAPED
Found only on the Isle of Drear, at the
northernmost tip of Scotland, the quintaped is an
extremely
dangerous
carnivore. The quintaped has
long, reddish fur, five legs and
a
circular
body
perched
between them. Humans are its
preferred food, and the Isle of
Drear has been hidden and
made Unplottable to protect
wizard and muggle alike.
M.O.M: XXXXX
RE'EM
Originating in far eastern Asia, these Beasts are now
also found in cold dry climates in North America.
They are extremely rare and best resemble giant,
golden oxen. Muggle mythology recounts an
encounter with a Re’em, in which a shepherd found a
mountain of golden grass, which he began to climb.
The sleeping Re’em woke and
lifted the shepherd toward
the sky. That the shepherd
survived was a miracle. In
many ways, an encounter
with a Re’em is a miracle,
for a few drops of their
blood gives the drinker
immense strength. M.O.M:
XXXX
SQUONK
Found
in
the
forests
of
Northeastern North America,
the squonk is always unhappy
because of its misfitting skin,
which is covered with warts and
moles. In fact, the squonk is said
to be the most morbid of beasts.
Hunters who are good at
27
tracking are able to follow a squonk by its tearstained trail, for the animal weeps constantly.
When cornered and escape seems impossible, or when
surprised and frightened, it may even dissolve itself
in tears. Ironically, squonk tears are used as a pickme-up for the melancholy. M.O.M: XX
TORPEDO FISH
Found in the Indian Ocean, this fish can make its body
very stiff when attacked. So stiff becomes the torpedo
fish that nothing can pierce its hide. Indeed,
attackers find that their limbs become numb upon
touching the torpedo
fish. Fishermen have
learned
that
this
numbness
can
be
transmitted through
objects that touch the
torpedo fish, such as
nets
and
spears.
M.O.M: XXX
UNICORN
Ranging throughout the forests of Northern
Europe, the unicorn is a gorgeous, glowing white,
single-horned Beast. Foals are born golden, fade to
silver as they grow, and eventually become the pure
white of an adult. Although the
horn, blood, and hair of
unicorns
are
incredibly
valuable, they are so fast that
they are almost impossible to
capture.
Unicorns
avoid
humans, but are much more
likely to trust a witch than a
wizard. M.O.M: XXXX
VEGETABLE LAMB
Originating in the Middle East, these tiny
creatures begin life as a flower pod on a
plant. As the pods mature, the tiny lambs
poke out and begin to graze on nearby
greenery. The stalk of the plant bends so
as to allow the lambs as much room to
28
graze as possible. They are a delicacy, with sweet
white flesh, and blood that tastes like honey. Held
under the tongue, the bones of a vegetable lamb
grant the gift of divination. M.O.M: XX
WEREWOLF
Originating in Northern Europe, werewolves are
now spread throughout the globe. This is partially
due to the fact that werewolves
are only born from the bite of a
werewolf. The tragedy of the
werewolf
is
that
otherwise
normal, sane wizards become
ravening beasts at the full moon.
Even worse, their preferred prey
is human. Those who survive a
werewolf attack are doomed to
become werewolves themselves. A
Recently discovered potion can
help alleviate the worst of the
symptoms, including the hunger
for human flesh. M.O.M: XXXXX
XIPHIAS
Muggles often confuse this fish with the common
swordfish. Xiphias, however, can grow to a full 15
metres in length, and have an
impenetrable skull and sword,
which
allows
them
to
puncture sea-going vessels and
prey animals alike. Xiphia have
been responsible for more than
one
unsolved
Muggle
shipwreck. M.O.M: XXXX
YETI
Native to Tibet, the Yeti is related
to trolls and the Bigfoot of
North America, save that it has
long, snowy white hair. Reaching
heights of nearly 5 metres, Yeti
are constantly hungry and will
devour anything that wanders
29
into their path. Their fear of fire, however, is well
known and has saved many a wizard from an
unpleasant death. M.O.M: XXXX
ZARATAN
The shell of a zaratan looks like a
sloped,
rocky
mound
several
hundred feet in diameter. The
zaratan's head, over 50 feet across,
is often mistaken for a partially
submerged,
barnacle-encrusted
boulder. The zaratan usually keeps
its eyes shut, covered with stony lids
that blend with the rest of its head
in texture and color. The zaratan's
four flippers appear to be small reefs, supporting a
variety of corals, barnacles, and small fish. In its
dormant state, a zaratan appears to be a small,
floating island. M.O.M: XXXX
30
31
32
Section 4: Spells
The foundation skill for witches and wizards is the
use of spells. Like potions, old spells are improved and
new spells are developed every year.
Charms and Dark Arts
There is frequently a lot of confusion on the subject
of charms, spells and the Dark Arts. I would like to
take this opportunity to provide the student with a
simple explanation of the difference. A spell is simply
a piece of magic that causes an effect. Whether that
effect is good or bad is left up to the interpretation
of the caster and the target. The spell itself is
neutral.
The terms “Charm” and “Dark Art”, however, imply
intent. As the spell is merely a tool and cannot have
any intent, these words refer to the intent of the
caster. When a caster intends to protect someone or
something, they are said to be casting a charm. When
the intent is to cause harm to someone, the caster
can be said to be practicing Dark Arts.
There are some grey areas here, naturally. Many
wizards who would be offended to hear themselves
described as practitioners of the Dark Arts have cast
spells to harm, bind or otherwise constrain their
fellow wizards. If asked, however, many of these
wizards would have said that they were protecting
others. Thus, we come to the final distinction between
a Charm and the Dark Arts: even a harmful spell
can be a charm if it is intended to protect the many,
even if it is cast to the detriment of the one or the
few. A true Dark Artist intends to harm the many in
favor of the few. Or, in most cases, the one (himself).
33
Sample Spells
The following list of spells is provided as a reference
for the student, in order that he or she may learn
about the types of spells available. This is by no means
a comprehensive listing.
AccioThis summoning charm is used to bring an object to
the caster, wherever it may be. The name of the object
must be specified when the spell is cast. Concentration
is essential to ensure the success of the spell, as many
objects are much alike. In addition, distance makes
the spell significantly more difficult.
Alohomora
This charm opens locks. It is very useful, but not
powerful, as it only works against one magical
locking spell, Colloportus.
Aparecium
This nifty little spell is used to reveal invisible ink. It is
very popular amongst schoolchildren.
Avada Kedavra
This killing curse is the worst of all spells. An
unprotected target dies immediately. This is one of the
three Unforgivable Curses, which will result in
summary imprisonment of anyone found to have
cast it for any reason.
Avis
This spell is used to test a wand; If the wand is
working, small birds will fly out of it.
Colloportus
This spell is used to lock doors, chests, and other
objects containing locks. This spell is especially useful
against Muggles, since none of their tools can open
the locks closed with Colloportus. Against wizards,
however, the spell is of extremely limited usefulness.
Even the youngest of wizards know the Alohomora
charm.
34
Crucio
The Cruciatus curse inflicts severe pain on the
target, rendering him unable to do anything but
suffer the worst agonies he can imagine. As this
curse is one of the three Unforgivable Curses, which
will result in summary imprisonment, the duration
of the curse is not known. In the past, this curse was
used to torture witches and wizards into insanity.
Deletrius
This spell erases the remnants of an earlier spell
casting, making it untraceable. Some wizards
speculate that the Deletrius spell could also be used
to erase objects.
Desaugeo
This spell causes the target's teeth to grow rapidly.
Once enlarged, the teeth do not return to their
normal size. This spell is useful in some cases of
medical magic, but has also been used in wand duels
and by schoolchildren intent on tormenting their
fellows.
Diffindo
Cast successfully, this spell breaks the target object.
Naturally, good aim is essential to the success of this
spell.
Engorgio
This spell increases the size and mass of an object or
creature. The degree of increase is dependent upon
the skill of the wizard casting the spell.
Ennervate
This spell is used to revive people who have been
knocked unconscious, or attacked with the stunning
spell, Stupefy. A person revived by the Ennervate spell
is dazed at first, but quickly comes to their senses.
Evanesco
This spell is used to vanish items, such as scrolls and
potions that a wizard does not want others to be
35
able to find. A separate spell is required to make the
objects reappear.
Expecto Patronum
The Patronus Charm is used to ward off Dementors.
When properly performed, the spell creates a
guardian that shields the caster from attacking
Dementors. Each Patronus reflects the inner
character of the person who creates it. The caster
must maintain concentration on a memory of
complete happiness while conjuring the Patronus,
otherwise the spell will fail. This requirement makes
the Patronus spell a difficult one to cast under the
terrifying circumstances in which one finds oneself
when facing Dementors.
Expelliarmus
This charm is used to disarm someone holding a
wand or a weapon. It is most commonly used during
a wand duel.
Ferula
This spell is a short-term fix commonly employed by
those untrained in medical magic. The spell creates a
splint for an injured limb, which holds the injury in
place until a wizard trained in medical magic can
be found.
Finite Incantatem
This charm blocks or stops another wizard's spell.
For this spell to work, the one casting the Finite
Incantatem must be more powerful than her
opponent. A very powerful wizard does not need to
utter the “Incantatem” portion of the spell.
Flagrate
This spell is used to mark an object. Most commonly,
the mark takes the shape of a burning “X”.
Furnunculus
This curse causes large, painful boils to break out on
its target. When mixed with Jelly-legs, the victim also
grows tentacles on his face.
36
Impedimenta
This charm slows down an attacker, unless they are
armored in metal. The target will either freeze in
place and be unable to move, or will be knocked off
their feet. If the Impedimenta spell is cast upon an
armored opponent, the spell will backfire on its
caster.
Imperio
The Imperius Curse is one of the three Unforgivable
Curses that will land its caster in prison. This curse
is used to completely control another person. Few
wizards are able to resist the power of this curse,
and will be compelled to obey the will of the caster
until such time as he chooses to free the victim. The
caster does not need to be present to control the
actions of the victim.
Impervius
The Impervius charm is used to repel water or mist,
generally in order to improve visibility for those it
is cast upon.
Incarcerous
This spell allows the caster to imprison the target in
a binding of thick ropes. Once conjured, the ropes
wrap themselves around the limbs of the target
creature, creating a sort of rope-bound mummy.
Incendio
This spell is most commonly used to light a fire in a
fireplace, although it can be used to light most
flammable objects. The Incendio spell cannot be used
to light humans or animals on fire.
Legilimens
This spell allows the caster to access the target's
mind and memories. Legilimens is mostly used as
medical magic by accomplished mind readers when
trying to help someone relive a difficult or fearful
memory. The spell is very difficult to cast on an
unwilling subject.
37
Locomotor
This two-part spell allows the caster to levitate an
object, which can then be pushed or dragged to
another location. To work, the Locomotor spell must
also include the name of the object to be lifted.
Locomotor Mortis
Though its name is very similar to the Locomotor
spell, the Locomotor Mortis spell has the nearly
opposite effect of preventing creatures from being
able to walk. The target of this curse must be a
person or an animal, whose legs will be locked in
place by means of the magic.
Lumos
This useful and simple spell creates a ball of light at
the tip of a wizard's wand. More powerful wizards
can create brighter lights.
MobiliAnother two part spell that allows the caster to
levitate something. As this is more complex than the
locomotor spell, the Mobili charm can be used to
levitate sleeping or unconscious creatures, as well
as inanimate objects. To work, the Mobili spell must
include a Latin name for the person or object to be
moved.
Morsmordre
This spell is used to create a Dark Mark, most
commonly used by practitioners of the Dark Arts to
sign their works, and to identify themselves to one
another.
Nox
This simple charm dispels a magical light. It is more
difficult to put out a light cast by another wizard.
Obliviate
This spell causes amnesia. The victim will not forget
how to do simple tasks, such as speaking or walking,
but will forget most other things. Victims of the
Obliviate spell most commonly forget their names,
38
their families, how to use all magic, and any task
they did not master as a small child.
Petrificus Totalus
This spell clenches the major muscle groups of the
target person thus freezing the victim into a rigid
and uncomfortable statue. Once the spell wears off,
victims are generally very sore.
Point Me
Another simple spell, this one helps a wizard to
orient himself. Unlike most other spells, which
require some sort of wand movement, in this spell
the caster places their wand in the palm of their
hand, and then casts the spell. The wand will rotate
until it points directly north, and will continue to
point North until it is removed from the palm of the
caster's hand.
Portus
This spell is used to turn an inanimate object into a
Portkey. Portkeys are objects that transport those in
direct physical contact with them to a certain
place. Some Portkeys have been enchanted to “go off”
when first touched, but most are set for a specific
time as well as a specific location. Almost any object
can be enchanted by use of a Portus spell.
Priori Incantatem
This spell causes a wand to emit shadowy images of
the spells that it has cast. The images come out from
most recent and proceed backward to the limit of
the caster's power.
Protego
This charm creates a shield around the caster,
protecting them from harmful spells. The strength
of a Protego spell is dependent upon the strength of
the caster, but always provides some measure of
protection against harmful spells.
39
Quietus
Often used to counter the effects of the Sonorus spell
(which amplifies the voice), Quietus makes voices
softer and less painful to the ears. The spell does not
silence the target.
Reducio
This spell shrinks objects. The amount of shrinkage is
determined by the strength of the wizard casting the
spell. Regardless of wizard strength, Reducio is an
antidote for the Engorgio spell.
Relashio
This attack spell shoots a blast of intense heat at the
target. Underwater, the spell manifests itself as a
jet of boiling water.
Reparo
This handy charm fixes broken objects that are solids
in their natural state.
Rictusempra
This spell shoots a jet of silver light at its target and
causes giggles and uncontrollable laughter in
ticklish people.
Riddikulus
This spell was developed as a charm against
Boggarts. Since Boggarts prey on the fears of their
victims, the Riddikulus spell is invoked while the
caster is thinking of something humorous. The
Boggart then assumes that humorous form, to the
amusement of all around. The laughter of the people
who see the silly Boggart causes it to disappear.
Scourgify
This spell cleans a target item. When cast on people,
pink soap bubbles fill their mouths. If the mouth is
not opened to let the soap escape, the victim will
choke.
40
Serpensortia
This attack spell shoots a long black snake out of the
caster's wand. The snake attacks the target.
Silencio
This spell renders the target inaudible. Although the
wizard attacked can still mouth words, he is unable
to create any noise whatsoever.
Sonorus
Those who must be heard in large spaces frequently
use this amplification spell. It increases the volume of
a wizard's voice.
Stupefy
This spell knocks the target unconscious. A single
Stupefy spell will not cause damage to the victim.
Multiple Stupefy spells cast at once, however, can
maim permanently.
Tarantallegra
Another spell that affects the legs of its victim, the
Tarantallegra causes the legs to jerk around out of
control, in a kind of quickstep dance.
Waddiwasi
Incredibly popular with schoolchildren, this spell
shoots a wad of sticky, well-chewed chewing gum at
its target.
Wingardium Leviosa
The most complex of the Levitation spells, this one
moves an object into the air and allows that caster
to use his or her wand to direct the object's course of
travel.
41
42
Section 5: W andwo rk
Use of the magic wand has been one of our oldest
and most guarded traditions. Wand ownership is a
privilege, not a right. Wizards must use extra care
with wands as not all accidents and injuries can be
completely fixed by using magic.
Not all wands respond in the same way; eventually
they become so tuned to their owner that no one else
can wield them.
Introduction to Wand Spells
Some of the most powerful spells are cast using wand
motions. Spoken spells can also be very powerful. In
reality they are two forms of the same kind of
magic. When combined together their power is
multiplied.
To become proficient in wand usage you must learn
the connection between the mwaneme (wand) spell
and the phoneme (uttered) spell.
Mwanemes
All spoken words are made up of sounds known as
phonemes. Similarly all wand spells are made up of
motions known as mwanemes.
The direction of the mwaneme is critical. Relative to
the direction the spellcaster is facing, Spell
movement must correspond to the orbits and
elements that make up the universe:
43
Type of
Mwaneme
Clockwise
Circle (1+)
Clockwise
Circles (2+)
Clockwise
Circles (3+)
Anti
Clockwise
Circle (1+)
Anti
Clockwise
Circles (2+)
Anti
Clockwise
Circles (3+)
Flick to Fire
44
Mwaneme
æ
ɑː
ɒ
aʊ
eɪ
aɪ
ɔː
ʊ
uː
ɜː
ʊə
əʊ
ɔɪ
ʌ
ə
fat
far
rock
mouth
stay
Fly
portkey
put
boot
her
sure
nose
ploy
up
until
Type of
Phoneme
vowel
vowel
vowel
dipthong
dipthong
dipthong
vowel
vowel
vowel
vowel
dipthong
dipthong
dipthong
vowel
vowel
e
eə
bed
there
vowel
dipthong
iː
ɪə
three
fear
vowel
dipthong
ɪ
bin
vowel
d
b
p
t
dust
bat
petronus
tadpole
consonant
consonant
consonant
consonant
Phoneme Sound
Type of
Mwaneme
Mwaneme
king
Type of
Phoneme
consonant
Flick to Earth
ɡ
dʒ
j
god
joy
yellow
consonant
consonant
consonant
Flick to Air
f
v
felix
verity
consonant
consonant
Flick to Steam
h
ð
θ
hex
this
thick
consonant
consonant
consonant
s
z
ʃ
tʃ
ʒ
m
n
ŋ
sit
Zonko’s
ship
chip
vision
muggle
newt
ring
consonant
consonant
consonant
consonant
consonant
consonant
consonant
consonant
l
ɹ
w
leviosa
rat
wizard
consonant
consonant
consonant
Phoneme Sound
k
Flick to Water
Flick to Mud
Flick to Dust
Flick to Smoke
45
Combining Mwanemes
Just as it is important to smoothly combine different
phoneme sounds into a word, it is important to blend
the mwaneme motions together smoothly into a
wand motion.
When a circular mwaneme follows a flick
mwaneme it is important to make your wand flow
smoothly from the flick into the circle(s). For
example with the "YAY" spell notice how the j flick
flows into the eɪ circle.
"YAY" spell (jeɪ)
Also notice that the direction that the wand is
moving at the end of the spell is determined by the
direction of the preceding flick. This is true for any
spell which ends with a circular mwaneme; the
wand motion following the last circle is determined
by the preceding flick mwaneme.
When a flick mwaneme follows a circular
mwaneme the flick determines the starting direction
of the motion of the circle. For example in the "ASK"
spell notice how the s flick determines the starting
direction of the æ circle.
46
"ASK" spell (æsk)
Also note that when two flicks follow each other, as
in the s and k of the "ASK" spell, that the first flick
smoothly moves into the second flick.
When a circular mwaneme is both preceded and
followed by a flick then the flicks and circles
smoothly flow into each other, as in the "DAD" spell.
"DAD" spell (dæd)
Notice that in the "DAD" spell the circular mwaneme
is more than a complete circle; it is actually one and
a half circles. This is common. A circular mwaneme
between two flick mwanemes contains at least one,
two, or three circles. For example the æ and e
mwanemes are always represented by at least one
(but less than two) full circles, the iː mwaneme by at
least two (but less than three) full circles, and the ʌ
47
mwaneme by at least three (but less than four) full
circles. This is also illustrated by the "CHEESE" spell:
"CHEESE" spell (tʃiːs)
The "CHEESE" spell, which contains 3 phonemes (and
therefore 3 mwanemes), also demonstrates that the
wand motion is dependant on the utterance and not
on the spelling. Wizards from different locales
sometimes use different spellings for spell words, but
the motion and pronunciation of the spell remains
the same.
Remember to speak the spell out loud as you cast it!
Many beginners forget this. The wand will be much
more receptive to your spell casting if you let it
know which spell you are casting verbally as you
cast it.
The "HELLO" spell brings many of these concepts
together and is a good spell to practice and get
right. You will use this one often!
"HELLO" spell (heləʊ)
48
Wand spell casting tips
• Hold your wand out in front of you, either
horizontal or slightly tilted up.
•
Before casting a spell be sure to wake your
wand up by waving it back and forth until the
magic begins to glow out of it.
•
The magic glow should face upwards.
•
To begin the spell, tap your wand once on a
firm horizontal surface (your finger will
work in a pinch).
•
After tapping your wand you must balance
yourself (and your wand). When your wand is
feeling balanced just the tip of the wand will
glow. If more than just the tip is glowing then
your wand is not yet feeling balanced - try
rocking it slowly so that it feels comfortable.
•
Once your wand is balanced you may begin
casting the spell.
•
Remember to enunciate the spell clearly in the
direction of your wand as you cast the spell.
•
Move your wand in one continuous smooth
motion through the spell as you speak it. You
must move your wand like you mean it, or the
wand will think you are just playing around
and ignore you!
•
When you are finished casting the spell, quietly
hold your wand level so that the wand knows
you have completed the spell. The tip of your
wand will glow steadily until it realizes the
spell is complete.
•
When the spell is completed you may wave your
wand back and forth or point it in the
direction that you would like the spell to take
effect.
•
Remember, practice makes perfect!
49
Wand Exercise
For the following spells, trace the wand path with
your quill. The first one has been done for you.
word
Hush
50
Phoneme
Mwaneme
spell
word
Phoneme
Mwaneme
spell
51
52
Section 6: c ryptomancy
Muggles communicate in many primitive yet terribly
interesting ways. Let’s investigate the fascinating
ways in which they overcome their obvious
handicaps.
Se-moo-fore
Se-moo-fore
is
a
visual
signaling system invented by a
Frenchman, Claude Chappe, in
1793. Holding flags or lights
outstretched
in
different
positions around a circle
represents different letters.
Chappe had developed the semoo-fore system to be used in
the French revolution, to
transmit
messages
between
Paris and Lille, which was
near the war front. In August 1794, Chappe's se-moofore system delivered a message to Paris of the
capture of Conde-sur-l'Escaut from the Austrians, in
less than an hour. This success led to more se-moofore telegraph lines being built, radiating in a star
pattern from Paris. The se-moo-fore network that
was built in France represented the first muggle
telecommunications network in Europe. The se-moofore system became widely copied and spread to Italy,
Germany, and Russia. However, the invention of the
electric telegraph was to signal the demise of se-moofore, replacing it beginning in 1846. We’ll discuss
more’s Code in the following sections.
53
How to do se-moo-fore:
54
Graille
Blinded
by
an
accident in his early
childhood,
Muggle
Louis Graille (18091852)
invented
a
system of reading
and
writing
by
touch. A Graille cell
consists of six raised
dots. By arranging
the dots in various combinations, 64 different
patterns can be formed. Graille, a true alphabet, is
read by moving the hand from left to right along
each line. Readers average about 104-125 words per
minute. Some can read up to 250 words per minute by
using both hands.
55
more’s Code
more’s Code was first used on a
muggle
telegraph
line
constructed between Baltimore,
Maryland, U.S.A. and the old
Supreme
Court
chamber
in
Washington, DC. The first message
was sent on May 24, 1844 by
Samuel More in Washington to
Alfred Vail in Baltimore.
A muggle
Telegraph
machine
Familiarize yourself with this
helpful training chart to learn more’s code:
56
the full code is presented here:
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
·-···
-·-·
-··
·
··-·
--·
····
··
·---··-··
--·
--·--·
--··-·
···
T
U
V
W
X
Y
Z
······--··-·---··
1
2
3
4
5
6
7
8
9
0
·---··--···-·········
-····
--···
---··
----·
-----
57
58
mira
mira is an ancient system of
engraving, discovered with the 1935
excavation of the temple of the
forbidden eye. The temple was built as
a tribute to a deity reputedly capable
of granting one’s most secret desire,
provided one did not give
offense by looking the
deity in the eye. The
temple bore numerous
instructions engraved with this system,
with fatal consequences for the
disobedient. An unfortunate number of
victims were claimed before the mira
system was cracked later that year.
The complete mira alphabet is presented here:
ABCDEFGHIJKLM
NOPQRSTUVWXYZ
59
Ass key
Named for muggle Émile Baudot who was turned
into an ass for plagiarizing More’s Code. Baudot’s
original five bit code used constant length codes
instead of More’s variable length codes. These codes
enabled muggles (who do not have the benefit of owls
or howlers) to exchange printed messages across the
Atlantic. The evil witch MaeBell later added three
more bits to the codes to confound muggles.
60
Char
Dec
Hex
Char
Dec
Hex
Char
Dec
Hex
32
20
A
65
41
a
97
61
!
33
21
B
66
42
b
98
62
"
34
22
C
67
43
c
99
63
#
35
23
D
68
44
d
100
64
$
36
24
E
69
45
e
101
65
%
37
25
F
70
46
f
102
66
&
38
26
G
71
47
g
103
67
39
27
H
72
48
h
104
68
(
40
28
I
73
49
i
105
69
)
41
29
J
74
4a
j
106
6a
*
42
2a
K
75
4b
k
107
6b
+
43
2b
L
76
4c
l
108
6c
,
44
2c
M
77
4d
m
109
6d
-
45
2d
N
78
4e
n
110
6e
.
46
2e
O
79
4f
o
111
6f
/
47
2f
P
80
50
p
112
70
0
48
30
Q
81
51
q
113
71
1
49
31
R
82
52
r
114
72
2
50
32
S
83
53
s
115
73
3
51
33
T
84
54
t
116
74
4
52
34
U
85
55
u
117
75
5
53
35
V
86
56
v
118
76
6
54
36
W
87
57
w
119
77
7
55
37
X
88
58
x
120
78
8
56
38
Y
89
59
y
121
79
9
57
39
Z
90
5a
z
122
7a
'
61
Bayes’ system
Excerpts from A Cultural History of Numbers
by Ali U. Bayes and B. Longtus
The first known use of numbers dates back to around
30000 BC when wizards first began to count the
blossoming muggle population. This system had no
concept
of
place-value,
which
limited
its
representation of large numbers. By 3400 BC, the
muggle population had ballooned in size and
Mesopotamian wizards developed the first known
system with place-value to count the ever increasing
number of muggles.
The most common number system in use today uses ten
unique digits, including zero. Hence, the maximum
that a single digit can reach is nine. Simply counting
muggles in a single numeric system rapidly became
boring,
so
wizards
developed
alternative
mathematical numerical systems using alternative
radices. The radix is usually the number of various
unique digits, including zero, that a positional
number system uses to represent numbers in a given
counting system. Once the highest digit is reached,
another digit must be added if you need to count still
more muggles.
62
Bayes’ System
2
3
4
5
6
7
8
9
10
00000
000
000
000
00
00
00
00
00
A
00001
001
001
001
01
01
01
01
01
B
00010
002
002
002
02
02
02
02
02
C
00011
010
003
003
03
03
03
03
03
D
00100
011
010
004
04
04
04
04
04
E
00101
012
011
010
05
05
05
05
05
F
00110
020
012
011
10
06
06
06
06
G
00111
021
013
012
11
10
07
07
07
H
01000
022
020
013
12
11
10
08
08
I
01001
100
021
014
13
12
11
10
09
J
01010
101
022
020
14
13
12
11
10
K
01011
102
023
021
15
14
13
12
11
L
01100
110
030
022
20
15
14
13
12
M
01101
111
031
023
21
16
15
14
13
N
01110
112
032
024
22
20
16
15
14
O
01111
120
033
030
23
21
17
16
15
P
10000
121
100
031
24
22
20
17
16
Q
10001
122
101
032
25
23
21
18
17
R
10010
200
102
033
30
24
22
20
18
S
10011
201
103
034
31
25
23
21
19
T
10100
202
110
040
32
26
24
22
20
U
10101
210
111
041
33
30
25
23
21
V
10110
211
112
042
34
31
26
24
22
W
10111
212
113
043
35
32
27
25
23
X
11000
220
120
044
40
33
30
26
24
Y
11001
221
121
100
41
34
31
27
25
Z
11010
222
122
101
42
35
32
28
26
63
Enigma Machine
In
the
history
of
cryptomancy, the Enigma
was a portable cipher
machine used to encrypt
and decrypt (encipher and
decipher) secret messages.
More precisely, Enigma was
a family of related electromechanical rotor machines
comprising a variety of
different models.
The
Enigma
was
used
commercially from the
early 1920s on, and was also
adopted by the military and
governmental services of a
number
of
nations
(countries) — most famously
by Nazi Germany before
and during the Muggle
World War II.
The German military model,
the Wehrmacht Enigma, is
the version most commonly
discussed. The machine has
gained notoriety because
Allied cryptologists were
able to decrypt a large number of messages that had
been enciphered on the machine. The intelligence
gained through this source (codenamed ULTRA) was a
significant aid to the Allied war effort. The exact
influence of ULTRA is debated, but a typical assessment
is that the end of the European war was hastened by
two years because of the decryption of German
ciphers.
Although the Enigma cipher has cryptographic
weaknesses, it was, in practice, only their
combination with other significant factors which
allowed codebreakers to read messages: mistakes by
operators, procedural flaws, and the occasional
captured machine or codebook.
64
65
Bar Codes
"UPC" stands for Universal Product Code. UPC bar
codes were originally created to help Muggle
grocery stores speed up the checkout process and keep
better track of inventory, but the system quickly
spread to all other retail products because it was so
successful.
UPCs originate with a company called the Uniform
Code Council (UCC). A manufacturer applies to the
UCC for permission to enter the UPC system. The
manufacturer pays an annual fee for the privilege.
In return, the UCC issues the manufacturer a sixdigit manufacturer identification number and
provides guidelines on how to use it. You can see the
manufacturer identification number in any
standard 12-digit UPC code found on just about any
Muggle artifact.
Left Hand Guard Bars - These bars serve as a
starting reference point for the scanning devices.
66
Number System Character - This digit identifies
the type of manufacturer or how the bar code will
be used. For example 0, 6, and 7 are generally used in
the retail industry, while 3 is assigned to the health
and drug manufacturing industries.
Number System Bars - These bars correspond to the
Number System Character.
Manufacturer ID Number - Each company must
apply for a Universal Product Identification
Number with the Uniform Code Council. The UCC
assigns each company a unique six digit identification
number for use on all of their products. The number
is composed of the Number System Character and a
five digit manufacturer's code.
Manufacturer ID Bars - These bars correspond to
the Manufacturer's ID Number.
Tall Center Bar - These bars serve as a middle
reference point for the scanning devices.
Item Number - Each company is responsible for
assigning a unique five digit number to each of their
products.
Item Bars - These bars correspond to the Item
Number.
Modulo Check Character - This digit is derived
from a mathematical formula based on the unique
set of numbers in each bar code that helps ensure the
accuracy of the data scan.
Modulo Check Bars - These bars correspond to the
Modulo Check Character.
Right Hand Guard Bars - These bars serve as an
ending reference point for the scanning devices.
67
Pig pen or domino code
The Code Is Quite Simple, But Looks
Complex And Goes As Follows:
Draw A 3 X 3 Naughts And Crosses
(Tic Tac Toe) Grid With The
Alphabet Arranged In The Squares
As Shown Below. To Encipher A
Message Each Letter Of The Alphabet Is Encoded By
Indicting The Type Box That It Is In And A Way Of
Indicating Its Position:
Such That The Letter
F
Or
Can Be Expressed As
Or
.
There Are Even Other Versions Of Pig Pen; Truly This
Code Can Vary Widely According To Your Locale.
68
This Style Of Pig
Northumberland:
Pen
Is
In
Use
Widely
In
The Principle Is The Same As Each Letter Is Still
Represented By The Part Of The "Pigpen" That
Surrounds It. If It's The Second Letter In The Box, Then
It Has A Dot In The Middle.
So An A Looks Like This:
And A B Looks Like This:
For Example, The Phrase “Listen To The Wind” Is
Expressed As:
69
Yan Tan Tethera
Yan Tan Tethera, in parts of Britain and
surrounding areas, was a traditional numeric
jargon used by shepherds to count sheep. Until the
industrial revolution, the use of specialized
traditional number systems was common among
shepherds, especially in the dales of the Lake District.
It is believed by some to be a remnant of cumbric
language, as spoken in yr hen ogledd.
Though these number systems fell out of use by 1910, it
remains common among some shepherds to use the
word "yan" in place of "one". The practice has most
certainly also given rise to the notion of counting
sheep to lull oneself to sleep.
#
SwaleDale
Kirkby
Lonsdale
WestmorLand
North
Wales
1
Yan
Yaan
Yan
Un
2
Tan
Tyaan
Tahn
Dau
3
Tether
Taed'ere
Teddera
Tri
4
Mether
Mead'ere
Meddera
Pedwar
5
Pip
Mimp
Pimp
Pump
6
Azer
Haites
Settera
Chwech
7
Sezar
Saites
Lettera
Saith
8
Akker
Haoves
Hovera
Wyth
9
Conter
Daoves
Dovera
Naw
10
Dick
Dik
Dick
Deg
11
Yanadick
Yaan'edik
Yan Dick
Un Ar Ddeg
12
Tanadick
Tyaan'edik
Tahn Dick
Dau Ar Ddeg
13
Tetheradick
Tead'eredik
Teddera
Dick
Tri Ar Ddeg
14
MetheraDick
Mead'eredik
Meddera
Dick
Pedwar Ar
Ddeg
70
#
SwaleDale
Kirkby
Lonsdale
WestmorLand
North
Wales
15
Bumfit
Boon, Buom,
Buum
Bumfit
Pymtheg
16
Yanabum
Yaan'eboon
Yan-ABumfit
Un Ar
Bymtheg
17
Tanabum
Tyaan'eboon
Tahn-ABumfit
Dau Ar
Bymtheg
18
Tetherabum
Tead'ereboon
TedderaBumfit
Tri Ar
Bymtheg
19
MetheraBum
Mead'ereBoon
MedderaBumfit
Pedwar Ar
Bymtheg
20
Jigget
Boom'fit,
Jiggot
Ugain
21
Yanajigget
Yaan'eboom'Fit
Yan-AJiggot
Un Ar Ugain
22
Tanajigget
Tyaan'eboom‘Fit
Tahn-AJiggot
Dau Ar
Ugain
23
TetheraJigget
Tead'ereboom
-‘Fit
TedderaJiggot
Tri Ar Ugain
24
MetheraJigget
Mead'ereBoom’fit
MedderaJiggot
Pedwar Ar
Ugain
71
muggle artifacts
These mysterious code tablets seem to translate from
one code to another in different ways and have been
discovered at sites of what must be strange muggle
games. Can you decipher their meaning?
72
73
A B C D E F G H I J K L M
N O P Q R S T U V W X Y Z
A B C D E F G H I J K L M
N O P Q R S T U V W X Y Z
A B C D E F G H I J K L M
N O P Q R S T U V W X Y Z
ABCDEFGHIJKLMNOPQRSTUVWXYZ
ZYXWVUTSRQPONMLKJIHGFEDCBA
74
75
76
Section 7: divin ation
Divination is the art of reading omens or signs to get
a better understanding of the world and people
around us. Although divination can be used to
foretell the future, it is more than fortunetelling.
A skilled seer can see the patterns in almost
anything, and use those patterns to better
understand the past, current events, and then
predict the likelihood of future events. Although
there are literally hundreds of methods of
divination, only three are discussed in this text.
Arithmancy
Being a basic introduction to the type of numerical
magic that allows one to understand the people and
world around us.
Originated by ancient Greek wizards, Arithmancy
was adapted to our number system about 3,000 years
ago by Chaldean wizards, who used the Arabic
numbering system that we use today. In the 18th
century, a Scottish Wizard, Angus MacDougal,
updated the letter systems to include all the letters
in our alphabet, which gives us the version of
Arithmancy taught in the English-speaking world
today.
The most common form of Arithmancy delves into
the personality of an individual by determining the
numbers that correspond to their character, heart
and social life.
The Character number describes the personality type
of the person. The Heart number describes the
innermost desires and fears of the person. Finally,
the Social Life number describes the face the person
shows to the world.
77
Each letter of the alphabet matches to one
nine primary digits, as follows:
1
2
3
4
5
6
7
8
A
B
C
D
E
F
G
H
J
K
L
M
N
O
P
Q
S
T
U
V
W
X
Y
Z
of the
9
I
R
Once the alphabet matches have been determined,
then a number can be deduced from any name, as
follows:
L
O
U
I
S
E
S
N
O
W
3
6
3
9
1
5
1
5
6
5
To get the Character Number, we add all the digits
in the name together, and we get a number: 44.
As single digits are necessary for proper
Arithmancy, the number must be reduced to a single
digit by adding its digits together, thus: 4+4= 8.
We determine her Heart number by adding the digits
of the vowels in her name, to get: 6+3+9+5+6=29,
which reduces to 2+9=11, and then to 1+1=2.
We determine her Social Life number by adding the
digits of the consonants in the name, to get
3+1+1+5+5=15, which reduces to 1+5=6.
Thus, the Character, Heart and Social Life numbers
for mrs. Louise Snow are as follows:
Character 8
Heart 2
Social Life 6
78
The following is a brief description of each of the
numbers and the characteristics ascribed to them.
1. The number of the individual. Ones are focused,
independent, and goal-oriented. They are leaders,
often inventors, and sometimes find it very
difficult to work with others. They certainly
don't like to take orders, and can sometimes be
self-centered and selfish. Ones are frequently
loners.
2. The number of the communicator. Twos are
balanced, prefer cooperation, interaction, and
fairness. They are often peaceful, sweet-natured,
and creative. Twos are also no stranger to the
concept of duality and opposing forces, such as
night and day, good and evil, summer and winter.
As a result, twos can often be moody and
indecisive.
3. The number of the whole person: past-presentfuture. Threes are frequently talented, energetic
and artistic. Threes can also be very lucky, easygoing and socially talented. Like the other
numbers, threes also have their flaws, and can be
superficial and easily offended.
4. The number of the stabilizer. Fours are
hardworking, honest, and logical. Reliable as the
four seasons, fours get things done. Organized
and practical, fours do not have patience with
illogic and flights of fancy. They can also be
incredibly stubborn.
5. The number of the adventurer. Fives are given to
change and imbalance, interested in many things
but able to stick with none. They are energetic,
given to taking risks and impatient with delay.
Fives are often quick-tempered.
6. The number of the friend. Sixes enjoy friends,
family, hearth and home. They are loyal, loving
and have infinite patience when teaching others.
Sixes often enjoy a good gossip and frequently fall
victim to complacency.
7. The number of the dreamer. Sevens are drawn to
mysteries and challenges, and are often scholars.
79
They like hard work, so long as it is not physical,
and often have uncanny powers of perception.
Given their ready understanding, sevens can also
be pessimistic and sarcastic.
8. The number of the extremist. Eights are never
average. Ambitious and committed, they throw
themselves into every endeavor with enthusiasm
and perseverance. As a result, eights are either
amazing successes or abject failures. They can
also be power-hungry and jealous of others'
successes.
9. The number of the humanitarian. Nines are
hardworking, tireless, and an inspiration to
others. They often dedicate their lives to good
works and solving world problems in science,
medicine and magic. Because they are so revered
by others, nines are often also arrogant and
conceited.
80
Tea Leaves
The reading of Tea Leaves is a
time-honoured tradition among
wizards, gypsies and seers. The
charm of reading Tea Leaves is
that you share the enjoyment of
lovely tea and conversation
and then your fate is foretold
to you by a loving friend. What
a lovely way to spend a sunny
Tuesday afternoon!
When reading tea leaves, orientation of perceived
symbols is important. As the symbol rotates farther
clockwise from the handle, the stronger or sooner
the portent becomes.
Acorn: financial
success
Airplane: impending
journey
Anchor: unpleasant
situation
Angel: good news
Ants: many impending
difficulties
Apple: prosperity,
achievement
Arrow: bad news in
love
Axe: risk, danger or
difficulty
Ball: desire to travel
Bear: bad luck
Bell: good news
Bird: good luck, good
news
Book (closed): question
needing investigation
Book (open): answer
to a question
Bottle: youth
Bull: arguing with
friends
Butterfly: much
expected happiness
Cat: deceit, a false
friend
Child: new idea
Coin: prosperity
Cross: sacrifice,
reward for suffering
Daisy: new love
Dog: good friend
Dove: coming peace
Drum: change
81
Eggs (broken): career
setback
Eggs (whole): assured
career success
Envelope: good news
Eye: caution, foresight
Face: change in
friendships
Finger (lowered):
need for direction
Finger (raised):
warning
Flag: ruse, trap
Foot: walk away from
the past
Forked line: coming
decision
Fountain: great
happiness
Fruit: fruitful hopes
Garden: party
Globe: travel
Grapes: happiness
Gun: arguments with
family
Hand: friend’s
assistance
Harp: quick love, an
impending engagement
Hat: upcoming raise on
the job, future honor
House: really old or
infirm
Kangaroo: trip
82
Kite: wishes will come
true
Ladder: success in
business
Leaf: new life
Lock: future obstacles
Man: female or male
visitor
Mask: secret that must
be kept
Mouse: theft of heart,
object or idea
Mushroom: future
disturbance
Necklace (broken):
danger ahead in love
Necklace (whole):
admirers
Oak Tree: health
Owl: sign of good or
bad luck ahead
Palm Tree: trip to a
tropical place
Pig: greed
Question Mark:
questionable morals
Rabbit: bravery
Rat: dishonest person
Raven: bad news
Rose: popularity
Shark: bankruptcy
Shell: good news
Shoe: increased energy
and productivity
Snake: enemy nearby
Spider: reward for
work
Star: hope
Sword: warning of
future arguments
Teapot: utter lack of
inner self
Tower: disappointment
Tree: health
Turtle: intense
criticism
Umbrella: protection
Vase: secret admirer
Volcano: impending
emotional eruption
Wagon: hard times
ahead
Waterfall:
abundance
Wheel: business
advancement through
great effort
Witch: strange
occurrence
Wolf: jealousy
Yoke: need for change
Zebra: move from one
physical or emotional
state to another
83
Engrams
The most direct access to the mind's full power is
through engrams, the permanent traces of a
spellcaster's thought patterns. Measures can be
taken, through careful training, to favorably
align one's engrams for optimal effect. With the
right stimuli, the sum of one's full experience and
expertise can be brought to bear on command.
Graven images, when properly used, offer the most
straightforward approach to engram mastery. The
following collection, carefully crafted by elder
sages of long ago, represents an ideal balance of
influential forces.
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85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
Appendices
index
Abalone, 14
Accio-, 34
Aconite, 14
Acorn, 81
Acromantula, 22
Air, 43, 45
Airplane, 81
Alohomora, 34
Amnesia, 38
Anchor, 81
Angel, 81
Anise, 14
Anticlockwise, 44
Antidotes, 9
Ants, 81
Aparecium, 34
Apple, 14, 81
Apricots, 14
Arithmancy, 77
Armadillo Bile, 14
Arrow, 81
Arrowroot, 14
Avis, 34
Avocado, 14
Axe, 81
Babbling Beverage, 9
Ball, 81
Bamboo Shoots, 14
Bananas, 14
Bar Codes, 66
Basilisk, 22
Bayes’ System, 62
Bear, 81
Beasts, 21
Beautifying Potion, 9
Bell, 81
Belladonna, 14
Bestiary, 21
Bezoar, 9, 14
Bicorn Horn, 12, 14
Bird, 81
Black Beetle Eyes, 14
Blood Replenishing
Potion, 10
Ashwinder Eggs, 14
Asphodel, 11, 14
Ass Key, 60
Avada Kedavra, 34
Boggart, 40
Boil Cure Potion, 10
Book, 81
Boomslang Skin, 14
101
Bottle, 81
Bruise Healing Paste, 10
Bubotuber Pus, 14
Bull, 81
Burn Healing Paste, 10
Butterfly, 81
Cat, 81
Caterpillar, 12, 14
Character Number, 78
Charms, 33
Child, 81
Circle, 44
Circular Mwaneme, 46
Clams, 14
Clockwise, 44
Cockroaches, 14
Cocoa, 6
Coin, 81
Colloportus, 34
Conch, 14
Consonant, 44, 45
Cross, 81
Cruciatus Curse, 35
Crucio, 35
Crup, 22
Cryptomancy, 53
Daisy, 12, 14, 81
Damon Tor, 5, 6
Dark Arts, 33
Deflating Draught, 9
102
Deletrius, 35
Dementor Army, 3
Dementors, 4, 36
Desaugeo, 35
Diegrapp, 88
Diffindo, 35
Dipthong, 44
Disarm, 36
Divination, 77
Dog, 81
Domino Code, 68
Domocles Belby, 13
Dove, 81
Doxy Eggs, 15
Doxycide, 10
Draconus Device, 3, 4
Dragon Blood, 15
Dragon Hide, 15
Dragon Horn, 15
Dragon Liver, 15
Dragon Tears, 15
Drum, 81
Drusilla Draconus, 3
Dugbog, 23
Dust, 43, 45
Earth, 43, 45
Earthgig, 93
Eggplant, 15
Eggs, 82
Elixir Of Euphoria, 10
Émile Baudot, 60
Engorgio, 35
Engrams, 84
Enigma Machine, 64
Ennervate, 35
Envelope, 82
Erkling, 23
Erumpent Fluid, 15
Evanesco, 35
Expecto Patronum, 36
Expelliarmus, 36
Eye, 82
Face, 82
Feedmius, 85
Felix Felicis, 10
Ferula, 36
Finger, 82
Finite Incantatem, 36
Fire, 37, 43
Fire Protection Potion,
11
Firecrab, 23
Flag, 82
Flagrate, 36
Flick, 45, 46, 47
Flobberworm Mucus, 15
Fluxweed, 12, 15
Foot, 82
Forget, 38
Forked Line, 82
Fountain, 82
Freeze, 37
Frog Brain, 15
Fruit, 82
Furnunculus, 36
Garden, 82
Garroting Gas, 11
Gillyweed, 15
Ginger Roots, 15
Globe, 82
Glover Hipworth, 12
Glumbumble, 24
Godric Gryffindor, 3
Gooseberries, 15
Grabbitt, 95
Graille, 55
Grapefruit, 15
Grapes, 82
Grass Jelly, 15
Gregory's Unctuous
Unction, 11
Griffin Claw, 15
Gun, 82
Halfchop, 96
Hand, 82
Harp, 82
Harpy, 24
Harvest, 14
Hat, 82
Hate Potion, 11
103
Heart Number, 78
Helga Hufflepuff, 3
Hellebore, 15
Honey, 15
Horned Slugs, 15
Horned Toad, 15
House, 82
Ibex, 24
Igrinjee, 94
Impedimenta, 37
Imperio, 37
Imperius Curse, 37
Impervius, 37
Incarcerous, 37
Incendio, 37
Inchwick, 86
Insanity, 35
Item Bars, 67
Item Number, 67
Jackfruit, 15
Jinn, 24
Jobberknoll Feathers, 15
Kangaroo, 82
Killing Curse, 34
Kirkby Lonsdale, 70
Kite, 82
Kneazel, 25
Knotgrass, 12, 15
Lacewing Flies, 12, 15
Ladder, 82
104
Leaf, 82
Leech Juice, 12
Leeches, 12, 15
Left Hand Guard Bars,
66
Legilimens, 37
Lemon Juice, 15
Levitation, 41
Life Elixir, 11
Light, 38
Lime Juice, 15
Lindworm, 25
Lionfish Spine, 16
Living Death Draught,
11
Lock, 34, 82
Locomotor, 38
Locomotor Mortis, 38
Loganberries, 16
Lotus Root, 16
Love Potion, 11
Lumos, 38
Lycanthropy, 13
Lychee, 16
Maebell, 60
Magical History, 1
Magiczooology, 21
Man, 82
Mandrake, 16
Mandrake Root, 9
Manufacturer Id
Bars, 67
Manufacturer Id
Number, 67
Mapinguari, 25
Mask, 82
Medical Magic, 10, 12, 36
Ministry Of Magic, 21
Mira, 59
Mirliton, 16
Mobili-, 38
Modulo Check Bars, 67
Modulo Check
Character, 67
Momrda, 14
Monkshood, 16
Moonstone, 16
More’s Code, 56, 60
Morsmordre, 38
Mouse, 82
Msds Sheets, 18
Mud, 43, 45
Muggle Artifacts, 72
Muggles, 1, 21, 34, 55, 56,
60
Mugglium, 3, 4
Murtlap Essence, 12
Murtlap Tentacles, 12
Mushroom, 16, 82
Mussels, 16
Mwaneme, 43, 44, 46, 48
Mwaneme, Circular,
47
Naughts And Crosses, 68
Nazi Germany, 64
Necklace, 82
Nettles, 16
Nibs, 6
Nipschus, 87
Nogtail, 26
North Wales, 70
Nox, 38
Number System Bars, 67
Number System
Character, 67
Oak Tree, 82
Obliviate, 38
Octopus, 16
Orang Pendek, 26
Order Of Merlin, 13
Ostrylle, 89
Owl, 82
Oysters, 16
Palm Tree, 82
Parsnip, 16
Patronus, 36
Peppermint, 16
Pepperup Potion, 12
Petrification, 9
Petrificus Totalus, 39
Phoneme, 43, 44, 48
Pig, 82
105
Pig Pen, 68
Point Me, 39
Poison, 9
Poisonous?, 14
Polyjuice Potion, 12
Pomegranate Juice, 16
Porcupine Quills, 16
Portkey, 39
Portus, 39
Potion Ingredients, 14
Potions, 9
Priori Incantatem, 39
Protection, 39
Protego, 39
Prune Juice, 16
Puffer-Fish Eyes, 16
Puffskein, 26
Pumpkin, 16
Question Mark, 82
Quietus, 40
Quininity, 14
Quintaped, 27
Rabbit, 82
Rakshyde, 91
Raspberries, 16
Rat, 82
Rat Intestines, 16
Rat Sorbet, 16
Rat Spleen, 12, 16
Rat Tails, 16
106
Ratatouille, 17
Raven, 82
Reappear, 36
Reducio, 40
Re'em, 27
Relashio, 40
Reparo, 40
Rhubarb, 17
Rictusempra, 40
Riddikulus, 40
Right Hand Guard Bars,
67
Rose, 82
Rowena Ravenclaw, 3
Runespoor Eggs, 17
Sacharissa Tugwood, 9
Saguaro, 5, 6
Salamander Blood, 17
Salazar Slytherin, 3
Sardines, 17
Scarab Beetles, 17
Scourgify, 40
Se-Moo-Fore, 53, 54
Serpensortia, 41
Shark, 82
Sheep, 70, 112
Shell, 2, 82
Shoe, 82
Shrinking Solution, 12
Shrivelfig, 12, 17
Silencio, 41
Sinestra Thompson, 10
Skele-Gro, 12
Smoke, 43, 45
Snake, 83
Snake Fangs, 17
Social Life Number, 78
Sonorus, 40, 41
Sopophorous Bean, 11, 17
Spells, 33, 34
Spider, 17, 83
Squid, 17
Squonk, 27
Star, 83
Steam, 43, 45
Stupefy, 41
Summoning Charm, 34
Supermuk, 98
Swaledale, 70
Swelling Solution, 9, 13
Sword, 83
Tall Center Bar, 67
Tamarind, 17
Tarantallegra, 41
Tea Leaves, 81
Teapot, 83
Teeth, 35
Temple Of The Forbidden
Eye, 59
Theodore Bromo, 5
Tic Tac Toe, 68
Ticklish, 40
Tinnifly, 97
Torpedo Fish, 28
Tower, 83
Tree, 83
Truth, 13
Tubeworms, 17
Turtle, 83
Umbrella, 83
Unforgivable Curses,
34, 35, 37
Unicorn, 28
Unicorn Horn, 9, 17
Unicorn Tail Hair, 17
Urflexus, 90
Valerian, 11, 17
Vanish, 35
Vase, 83
Vegetable Lamb, 28
Veritaserum, 13
Volcano, 83
Vowel, 44
Waddiwasi, 41
Wagon, 83
Wand Duel, 36
Wand Spell Casting Tips,
49
Wand Spells, 43
Wandwork, 43
Wartzgop, 92
107
Water, 43, 45
Water Maiden, 1, 2
Waterfall, 83
Wehrmacht Enigma, 64
Werewolf, 13, 29
Westmorland, 70
Wheel, 83
Wingardium Leviosa, 41
Witch, 33, 35, 83
Wit-Sharpening Potion,
13
Wizard, 1, 21, 33, 34, 35
108
Wizard Lore, 1
Wolf, 83
Wolfsbane Potion, 13
World War Ii, 64
Wormwood, 11, 17
Xiphias, 29
Yan Tan Tethera, 70
Yeti, 29
Yoke, 83
Zaratan, 30
Zebra, 83
Zwiebach, 17
graph paper
109
110
111
112
113
114
115
notes
116
117
118
119
120
121
Autographs
122
123
124
125